This resource will add the exponential falloff to torque3ds sound distance attenuation instead of the linear falloff that it uses as stock... ALOT OF CODE CHANGES INCOMING BACK UP YOUR SOURCE!!! These changes were tested on stock Torque3d 3.10.1 release.

Our first change of many:
in sfxCommon.h around line 152 you should see enum SFXDistanceModel

Because we are using AL_EXPONENT_DISTANCE_CLAMPED the volume attenuation stops when the source reaches max distance.

Then load up your level in the world editor choose thelevelinfo from the mission group and scroll down to sound, under that change soundDistanceModel to Exponential. Done now any sound profiles that you have you can create an exponential rolloff attenuation rather than a linear rolloff.